import React, {
  Component,
  createRef,
  createContext,
  useRef,
  useState,
  useEffect,
} from "react";
import PropType from "prop-types";
import { BrowserRouter as Router, Routes, Route } from "react-router-dom";
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import gsap from "gsap"; //动画库
import Stats from "stats.js"; //性能监控
import { FBXLoader } from "three/examples/jsm/loaders/FBXLoader.js"; // FBX 模型加载器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader"; //模型加载器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader"; //模型解压缩

import "./Home.css";
import TagHook from "./components/tagHook";

import { CSS2DObject } from "three/examples/jsm/renderers/CSS2DRenderer.js"; //// 引入CSS2模型对象CSS2DObject
import { CSS2DRenderer } from "three/examples/jsm/renderers/CSS2DRenderer.js"; // 引入CSS2渲染器CSS2DRenderer

import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer"; //EffectComposer 效果组合器 它是处理 WebGLRenderer 效果的 接收 renderer为参数
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass"; // RenderPass 处理通道 它是处理 scene 场景和相机 camera 的。 接收 scene camera 为参数
import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass"; //UnrealBloomPass 泛光通道
import { FXAAShader } from "three/examples/jsm/shaders/FXAAShader.js"; //添加抗锯齿的效果
import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass"; // 高亮发光描边通道 OutlinePass(画布宽高二维向量，场景scene,相机camera)

import { SMAAPass } from "three/examples/jsm/postprocessing/SMAAPass.js"; // SMAA抗锯齿通道

import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass";
import { GammaCorrectionShader } from "three/examples/jsm/shaders/GammaCorrectionShader.js"; // 伽马校正后处理Shader

import WebGL from "three/examples/jsm//capabilities/WebGL.js";
import { ImprovedNoise } from "three/examples/jsm/math/ImprovedNoise"; //柏林噪声
// @ts-ignore
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min";

console.log(WebGL.isWebGL2Available(), GUI);

if (WebGL.isWebGL2Available() === false) {
  document.body.appendChild(WebGL.getWebGL2ErrorMessage());
}

const width = window.innerWidth; //屏幕宽度
const height = window.innerHeight; //屏幕高度

// 渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, //开启优化锯齿
});
renderer.setPixelRatio(window.devicePixelRatio); // 设置设备像素比。通常用于避免HiDPI设备上绘图模糊
renderer.setSize(width, height); // 将输出canvas的大小调整为(width, height)并考虑设备像素比，
// renderer.outputEncoding = THREE.sRGBEncoding; //定义渲染器的输出编码
// 相机
const camera = new THREE.PerspectiveCamera(
  60,
  window.innerWidth / window.innerHeight,
  0.1,
  100
);
camera.position.set(0, 0, 1.5);
// 场景
const scene = new THREE.Scene();

// 轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// controls.target.set(0, 12, 0);

// 性能监测 (这个不是three必须项)
const stats = new Stats(); // 性能监测

const canvas = document.createElement("canvas");
canvas.width = 1;
canvas.height = 32;

const context: any = canvas.getContext("2d");
const gradient = context.createLinearGradient(0, 0, 0, 32);
gradient.addColorStop(0.0, "#014a84");
gradient.addColorStop(0.5, "#0561a0");
gradient.addColorStop(1.0, "#437ab6");
context.fillStyle = gradient;
context.fillRect(0, 0, 1, 32);

const sky = new THREE.Mesh(
  new THREE.SphereGeometry(10),
  new THREE.MeshBasicMaterial({
    map: new THREE.CanvasTexture(canvas),
    side: THREE.BackSide,
  })
);
scene.add(sky);

const size = 128;
const data = new Uint8Array(size * size * size);

let i = 0;
const scale = 0.05;
const perlin = new ImprovedNoise();
const vector = new THREE.Vector3();

for (let z = 0; z < size; z++) {
  for (let y = 0; y < size; y++) {
    for (let x = 0; x < size; x++) {
      const d =
        1.0 -
        vector
          .set(x, y, z)
          .subScalar(size / 2)
          .divideScalar(size)
          .length();
      data[i] =
        (128 +
          128 * perlin.noise((x * scale) / 1.5, y * scale, (z * scale) / 1.5)) *
        d *
        d;
      i++;
    }
  }
}

const texture = new THREE.Data3DTexture(data, size, size, size);
texture.format = THREE.RedFormat;
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.unpackAlignment = 1;
texture.needsUpdate = true;

let mesh: any;

const vertexShader = /* glsl */ `
in vec3 position;

uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPos;

out vec3 vOrigin;
out vec3 vDirection;

void main() {
  vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );

  vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
  vDirection = position - vOrigin;

  gl_Position = projectionMatrix * mvPosition;
}
`;

const fragmentShader = /* glsl */ `
precision highp float;
precision highp sampler3D;

uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

in vec3 vOrigin;
in vec3 vDirection;

out vec4 color;

uniform vec3 base;
uniform sampler3D map;

uniform float threshold;
uniform float range;
uniform float opacity;
uniform float steps;
uniform float frame;

uint wang_hash(uint seed)
{
    seed = (seed ^ 61u) ^ (seed >> 16u);
    seed *= 9u;
    seed = seed ^ (seed >> 4u);
    seed *= 0x27d4eb2du;
    seed = seed ^ (seed >> 15u);
    return seed;
}

float randomFloat(inout uint seed)
{
    return float(wang_hash(seed)) / 4294967296.;
}

vec2 hitBox( vec3 orig, vec3 dir ) {
  const vec3 box_min = vec3( - 0.5 );
  const vec3 box_max = vec3( 0.5 );
  vec3 inv_dir = 1.0 / dir;
  vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
  vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
  vec3 tmin = min( tmin_tmp, tmax_tmp );
  vec3 tmax = max( tmin_tmp, tmax_tmp );
  float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
  float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
  return vec2( t0, t1 );
}

float sample1( vec3 p ) {
  return texture( map, p ).r;
}

float shading( vec3 coord ) {
  float step = 0.01;
  return sample1( coord + vec3( - step ) ) - sample1( coord + vec3( step ) );
}

void main(){
  vec3 rayDir = normalize( vDirection );
  vec2 bounds = hitBox( vOrigin, rayDir );

  if ( bounds.x > bounds.y ) discard;

  bounds.x = max( bounds.x, 0.0 );

  vec3 p = vOrigin + bounds.x * rayDir;
  vec3 inc = 1.0 / abs( rayDir );
  float delta = min( inc.x, min( inc.y, inc.z ) );
  delta /= steps;

  // Jitter

  // Nice little seed from
  // https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/
  uint seed = uint( gl_FragCoord.x ) * uint( 1973 ) + uint( gl_FragCoord.y ) * uint( 9277 ) + uint( frame ) * uint( 26699 );
  vec3 size = vec3( textureSize( map, 0 ) );
  float randNum = randomFloat( seed ) * 2.0 - 1.0;
  p += rayDir * randNum * ( 1.0 / size );

  //

  vec4 ac = vec4( base, 0.0 );

  for ( float t = bounds.x; t < bounds.y; t += delta ) {

    float d = sample1( p + 0.5 );

    d = smoothstep( threshold - range, threshold + range, d ) * opacity;

    float col = shading( p + 0.5 ) * 3.0 + ( ( p.x + p.y ) * 0.25 ) + 0.2;

    ac.rgb += ( 1.0 - ac.a ) * d * col;

    ac.a += ( 1.0 - ac.a ) * d;

    if ( ac.a >= 0.95 ) break;

    p += rayDir * delta;

  }

  color = ac;

  if ( color.a == 0.0 ) discard;

}
`;

const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.RawShaderMaterial({
  glslVersion: THREE.GLSL3,
  uniforms: {
    base: { value: new THREE.Color(0x798aa0) },
    map: { value: texture },
    cameraPos: { value: new THREE.Vector3() },
    threshold: { value: 0.25 },
    opacity: { value: 0.25 },
    range: { value: 0.1 },
    steps: { value: 100 },
    frame: { value: 0 },
  },
  vertexShader,
  fragmentShader,
  side: THREE.BackSide,
  transparent: true,
});

mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
const ReactDemo = () => {
  useEffect(() => {
    animate();
    init();
  }, []);

  function init() {
    const container = document.createElement("div");
    document.body.appendChild(container);

    const axesHelper = new THREE.AxesHelper(90); // 辅助线
    scene.add(axesHelper);

    // 性能监测
    container.appendChild(stats.dom);

    // Sky

    // Texture

    // Material

    const parameters = {
      threshold: 0.25,
      opacity: 0.25,
      range: 0.1,
      steps: 100,
    };

    function update() {
      material.uniforms.threshold.value = parameters.threshold;
      material.uniforms.opacity.value = parameters.opacity;
      material.uniforms.range.value = parameters.range;
      material.uniforms.steps.value = parameters.steps;
    }

    const gui = new GUI();
    gui.add(parameters, "threshold", 0, 1, 0.01).onChange(update);
    gui.add(parameters, "opacity", 0, 1, 0.01).onChange(update);
    gui.add(parameters, "range", 0, 1, 0.01).onChange(update);
    gui.add(parameters, "steps", 0, 200, 1).onChange(update);

    container.appendChild(renderer.domElement);

    window.addEventListener("resize", onWindowResize);
    renderer.domElement.addEventListener("click", handleModelClick);
  }

  function onWindowResize() {
    camera.aspect = width / height;
    camera.updateProjectionMatrix();

    renderer.setSize(width, height);
  }

  function handleModelClick(event: MouseEvent) {
    const raycaster = new THREE.Raycaster();
    const pointer = new THREE.Vector2();
    pointer.x = (event.clientX / width) * 2 - 1;
    pointer.y = -(event.clientY / height) * 2 + 1;
    // 通过摄像机和鼠标位置更新射线
    raycaster.setFromCamera(pointer, camera);

    // 计算物体和射线的焦点
    const intersects: any = raycaster.intersectObjects(scene.children);

    console.log(intersects);
  }

  //

  function animate() {
    requestAnimationFrame(animate);

    mesh.material.uniforms.cameraPos.value.copy(camera.position);
    mesh.rotation.y = -performance.now() / 7500;

    mesh.material.uniforms.frame.value++;

    renderer.render(scene, camera);
    controls.update();

    stats.update();
  }
  return <div></div>;
};

export default ReactDemo;
